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Kreen Lore Desu

Jul 9th, 2016
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  1. Physical Description
  2. To races unfamiliar with the insect like Kreen, their appearance can be unsettling. They are often mistaken for monsters, and often fall into that misconception because of their beliefs and mentality. The insectoid Kreen have six limbs and are covered in tough chitinous plates ranging in a variety of colors. Their lowest pair of limbs is used as legs, and their upper pair of limbs serves as arms. The middle set of limbs is small but dexterous, and the Kreen use them for fine manipulation, leaving heavy work to the stronger upper arms. Both the middle and the upper pairs of limbs have three clawed fingers and one opposable thumb. Kreen range from a little over 5 feet and up to 7 feet tall and have a average build, depending on the sub race. They have wedge-shaped heads and large compound eyes, two antennae, and powerful mandibles. There are very distinct differences among the four Kreen subraces but the general anatomy is the same.
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  5. History
  6. Kreen have fairly short lives compared to other races, roughly around 30 years. However all kreen have racial memory or what they call “Ta-tho”. A certain place or thing may trigger this and allow them to glimpse into past memories about the trigger and gain knowledge of it. Some of these memories are of the great one "Chak’sa" a kreen khan, or “Haaz”, who once ruled the Kreen race and led them to great prosperity. Under his rule a council of the four kreen subraces was formed, called the “Da’kreen-Dej’kaluk”, which can be translated to "Revered Council of Kreens" and with its birth so to came the first Kreen city. Some Kreen develop psionic abilities, either awakened by the “Ta-tho” or developed on their own. Some Kreen harness this gift and become powerful psychic warriors. Not many Kreen can use magic, however use of it is greatly frowned upon.
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  8. Kreen originally lived aboveground near the time of the Finorian Calendar, but constant Inquisitioning forced them to seek refuge in the Underdark. This event is known as the "Dul'Kano", also known as the "Move to Hell". While most kreen decided to adapt in order to survive Underdark life, other kreen continued resisting against the Inquisition in secrecy. Not many know about the kreen, since they got banished to the Underdark about 800 years ago. Kreen are naturally able to discern one another upon sight via a series of subvocal clicking similar to 'codewords', but in most cases don't associate with one another.
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  10. Kreen were originally surface-dwellers that resided mostly to the north of Anminster to as far as southeast of Durzod Vak.
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  12. The kreen hero, a Scara-Kreen named Pik-Ik-Cha saved the kreen from an impending civil war by finding and bringing both bioluminscent mushrooms, and dog-sized insectoids named Jalath'gak, an aphid-like creature.
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  14. There's another civil war brewing within the kreen cities, due to Manti-Kreen growing agitated over the Scara-Kreen using gracious amounts of magic to ease life in the Underdark most notably for the previously struggling to acclimate Vespi-Kreen. The three kreen have come to an impasse, due to Manti-Kreen undoubtedly being the strongest military force amongst them, the Scara-Kreen being the main provider of nourishment for all the packs, and the Vespi-Kreen being the chief networkers of the psionic communications and travel.
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  16. Society
  17. In the kreen language “kreen” actually means people, contrary to the popular belief that "Thri-Kreen" refers to the entirety of their race. Kreen society is made up of two groups. The Thri-Kreen or “nomad people” and the Tohr-Kreen or “settled people”. The barbaric Thri-Kreen are slow to trust and wary of outsiders. The more civilized Tohr-Kreen are usually friendlier then their nomadic cousins however that does not make them any less cautious.
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  19. The Clutch
  20. Kreen basic social units are the clutch and the pack. A clutch is a small group (no more than six) to which an individual kreen has a close bond. The concept of the clutch combines “team,” “friends,” and “family.” Every kreen has a birth clutch that consists of all surviving members of the group of eggs from which it hatched. Later in life, each kreen forms one or more other clutches. A pack is a larger social unit that consists of any number of clutches. If deprived of a clutch, a kreen is biologically compelled to seek out a new group to join. Obeying their pack instincts, kreen try to find their place in any group. They use a series of challenges to determine the pecking order, assessing their possible clutch mates in secret or, when necessary, demanding trial by combat.
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  22. Generally, the only way to leave a clutch is through death. This is the only way a kreen ever leaves a clutch of kreen; they do not quit a clutch. Other people can stop being clutchmates to a kreen, either by their own choice (if they understand kreen language, or more likely, by the kreen’s choice.
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  24. Sometimes a kreen will accept a human or other nonkreen as a clutchmate. Later, the kreen might realize the non-kreen was not quite what was expected from initial impressions. This may result from initial confusion on the non-kreen’s part about what is expected of a clutchmate; or confusion because the non-kreen did not know he or she was being considered, because the kreen did not know to inform the nonkreen of that fact. In such a case, the kreen can release the clutch bond; if the other knew about it, the kreen tells the other, in a matter-of-fact manner, that the other is no longer a clutchmate. No explanation should be required, but a kreen will be brutally honest if pressed. This type of bond-breaking is done without malice or grudge, at least on the kreen’s part. Most kreen understand non-kreen well enough to know that sometimes mistakes are made regarding them. An unsatisfactory clutchbonding is such a mistake, and can be corrected by breaking the bond.
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  26. Since kreen never bond with other kreen by mistake, breaking a bond rarely occurs. When kreen decide they do not get along (usually because they have different goals and plans) the two just go their separate ways, with the clutch-bond intact. If they run into each other again, they try to avoid one another, but honor the clutch-bond if it comes up.
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  28. It is rare, though possible, for kreen to sever a bond formally; it requires one to inform the other, and requires the other to agree. This is sometimes done amiably, if the kreen simply have different goals, but can escalate into a fight if one of the kreen takes insult at being asked to break such an important bond. In such cases, the one asked to break the bond fights to deny the implication that he or she is a poor clutchmate.
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  30. On some occasions, a clutchmate might do something so reprehensible that the kreen immediately expels the other from as a clutchmate, and seek revenge. There is no room in the kreen philosophy for the clutchmate who goes bad.
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  32. An accepted clutchmate who betrays the clutch receives death, as quickly and as brutally as the kreen can give it. If there are more than one kreen in the group, they all attack the betrayer. There is a word in the kreen language, g’'tokxhko•; it means, literally, clutch-breaker, with some rather unpleasant connotations. It is such a vile insult, the worst that can be given by (or to) a kreen, that it is seldom even thought, let alone spoken. The kreen would rather just kill the clutchbreaker as quickly as possible and go on with things. Once a clutch-breaker has been destroyed, the kreen never speak of that individual again; it is as if the clutch-breaker never existed.
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  34. Kreen seize leadership of groups in which they’re the strongest members, but they are willing to accept subordinate roles in the presence of powerful allies. They take orders from the pack or clutch leader without hesitation, eager to fulfill the duties of their position. Any member of the clutch is free to voice its opinion and offer advice. Indeed, each member is expected to have expertise in matters the others do not. All must contribute to the good of the clutch and the success of the hunt.
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  36. Death
  37. When a kreen (especially a packleader or other clutchleader) dies, other kreen issue a whining wail, to mourn the passing of their clutchmate. Some non-kreen jokingly refer to this as thri-keening; those kreen who understand the pun are not amused. No other death rites are consistently observed, though kreen often try to carry off their dead to a circular grave site. Many of these sites exist throughout the region, though they all emulate the Circle, Dej, located somewhere within the groves of the Elven lands. Dej is a huge, smooth, perfectly round bowl in the earth, 500 feet deep at the center, but almost filled with sand and kreen exoskeletons accumulated over the centuries. The exact location is a closely guarded racial secret; it is even unknown to most kreen, until a happenstance visit to it triggers racial memories of its centuries of service.
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  39. In Dej, or any of the lesser grave circles, kreen bodies are lined up so their heads face the setting sun, preferably near the bodies of other members of the same clutch and pack. Leaders, though, are given special treatment and taken to the center of the circle. As mentioned, the grave circles often serve as egg-laying grounds as well.
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  42. Kreen Names
  43. Kreen grow very fast, becoming a full adult within three years of hatching, kreen growth is like most other insects by a series of molts. Until a kreen has reach adulthood they may be called young or larva. Some will go by a pack or clutch name, sometimes the name of their parents. When a kreen has reached maturity and proven his worth to the hunt, it is then they are given a name that suits their being or they may chose one for themselves.
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  46. Manti-Kreen
  47. The Manti-Kreen are fierce mantis-like warriors with a love for the thrill of combat and the hunt. They excel in hand to hand combat and use guerrilla tactics to weaken their prey. Manti-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. Swift and athletic, Manti-Kreen are natural climbers and jumpers. More often then not Manti-Kreen are "Thri-Kreen", or nomadic, preferring to stay on the move. This has given to the common misconception that all kreen are “Thri-Kreen” as they are the most seen. Manti-Kreen prefer more dry climates, as too much humidity can cause them to have breathing problems. The Manti-Kreen have a very strong and slim frame, giving them the look of true warrior. They have a foot long spiky blade coming out from the bottom of each elbow on the upper arm. These are in fact hidden mantis blades that can be used in battle. Most Manti-Kreens chitinous plates range from a sandy tan color to a dull green, when it is not using its defenses. However some have been seen with more exotic colors and chitinous plates.
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  49. Being the most fearsome and combative kreen, Manti-Kreen are what is brought to mind when one mentions the Kreen as a species. Whilst the environment of the Underdark has proved harsh, the struggle to hunt and survive is exactly what excited the Manti-Kreen beyond reasoning. They have become unmatched by other kreen subspecies in combat through refining and growing in military power. Their thriving within the Underdark has come with issues however, most notably being the current near-civil war happening, brought about by their refusal to accept the Scara-Kreen using magic to assist the Vespi-Kreen with Underdark life. Seeing all forms of magic as deceitful and not contributing to one's true worth as a packmate, Manti-Kreen have been growing more and more distrustful of the other kreen, who have become more and more aggressive towards the Manti-Kreen in turn.
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  52. Scara-Kreen
  53. Scara-Kreens are definitely the shields of their race and are usually called gentle giants, as they are the tallest and broadest of the Kreen. The Scara-kreen are usually peaceful beings that live under the ground in the upper layers of the Underdark. Unlike other Kreen they mainly eat fruit, vegetables, fungi, and roots. However some do accrue a taste for meat. They are skilled combatants that utilize mostly defensive tactics but usually only fight in self-defense or to protect others. Scara-kreen can be "Thri or Tohr-Kreen," nomadic or settled. They have powerful upper arms with a modified chitinous plate on the side used for clearing and moving earth and large chitin clawed fingers. The Scara-Kreen usually have a larger horn coming out from their heads or the top of their backs, sometimes both. This horn looks very much like the horns on the many species of rhinoceros beetles, and can very widely. They stand about a foot taller then their cousins and are much broader, giving them a very buff look to them. However this broadness does not always account for strength but rather the durability of their chitinous plates being much tougher then other kreen. Scara-Kreens natural color of chitin range in a variety of pattern and colors. The majority being black to dark green or blue.
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  55. They have an affinity with nature, leading many to become the Druids and Shamans of the kreen cities. When the Vespi-Kreen were at the brink of war due to the conditions they were forced to endure since the Dul'Kano, a Scara-Kreen hero named Pik-Ik-Cha gathered their trusted clutch and marched on a journey. Several months later, they managed to return just in time before the civil war nearly broke out, bringing mushrooms and cattle, obtained from the depths of the Underdark. With the glow of the mushroom, the Vespi-Kreen were able to be placated of the lack of sunlight. The cattle were able to be bred for food and milk, for both were extremely lacking during the beginning of the settling in the Underdark as the kreen learned how to fend for themselves in the dark.
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  58. Vespi-Kreen
  59. The Vespi-Kreen are by far the more social of the kreen, however this same aspect makes them the most territorial. Taking to the skies they make sure their land, usually jungles or dense forests, is clear of uninvited guests and threats. The Vespi-Kreen mostly eat meat but can and often drink nectar for a boost of energy. They are skilled flyers and often use that edge in combat, however they also learn to fight just as well from the ground. Vespi-Kreen also have a natural affinity for Psionics, usually making the deadliest psions among the kreen. They are usually "Tohr-Kreen" or settled, they often live in close knit communities consisting of multiple packs, making their homes high up in trees from long reeds and an amber like crystal called "Dasl". The Vespi-Kreen are usually more slender and angular, making it easier to fly though the trees. On their upper back where the shoulder blades would be sprout four very large, long, and clear insect wings. Two wings on each side, the lower pair being slightly smaller then the upper pair. They also are the only kreen to still retain an abdomen. The abdomen has evolved into a weapon now, it measures about two to three feet in length and relatively thin with segmented ridges and can fire venomous barbs from its end. When they are not trying to stay hidden the Vespi-Kreens chitin is colored with patterns much like a wasp. Usually being black with red, yellow, or blue strips. There have been other colors patterns as well or even solid colors. Since the banishment of the kreen to the Underdark, Vespi-Kreen have taken the change in environment the worst, unable to fly through the skies and being confined to the dark tunnels.
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  61. During the beginning of the "Dul'Kano", the Vespi-Kreen were suffering from extreme duress due to the lack of sunlight and nectar. Trapped underground with a limited ability to fly and separated from their lifelines, they grew more and more desperate and aggressive in attempting to breach the Underdark and continue living on the surface as the Inquisition continuing stamping them back down. This created a severely crippling amount of casualties, causing the Vespi-Kreen to at one point become even fewer in number than the Redi-Kreen. Once the Jalath'gak and biolumniscent fungi were brought by Pik-Ik-Cha, the Vespi have had a much easier time acclimating to the Underdark. They've grown to become used to substituting the fungi's light for sunlight and the sweet, honey-like milk from the Jalath'gak for precious nectar.
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  64. Redi-Kreen
  65. Redi-Kreen are regarded by other kreen as the weakest subspecies. They do not have the strength, size, durability, or ferocity of other kreen. Redi-Kreen have no unique abilities, and do not even have the usual universal traits that all other kreen share such as Psionic power. Referred to as "Trintekmma'ak", what could be roughly be translated as "Near-Packmate", Redi-Kreen are often seen as outliers and unenlightened among kreen. While this is partially due to the general lack of ability Redi-Kreen show compared to others, this is mainly due to their attitudes and ways of life which have a distinct difference from normal kreen.
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  67. Contrary to normal kreen behavior and values, Redi-Kreen very rarely form clutches or packs. Whilst kreen all have the desire to survive as any living creature would, Redi-Kreen base their entire wants, needs, requests, and actions upon doing so. Being the bottom of the racial totem pole has left them in a sort of 'desperation', bred for years to simply be their general personality on life and its tribulations. Their inclination for trickery and deceit, even among the pack earns them the distrust and further isolates them from any potential clutches. Their inability to communicate psionically also makes them prone to getting lost and wandering off in the Underdark, usually to a horrible demise. The general position of Redi-Kreen within kreen society leads to them also having low birth rates, due to kreen rarely seeing one as a suitable mate. As such, they are significantly more rare than other species. The easiest (but still quite dangerous) way to find a Redi-Kreen in the Underdark is searching the tunnels far away from known kreen societies for lost Redi-Kreen before they succumb to the horrors of the Underdark.
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  69. Redi-Kreen have a single notable feature that isn't shared by other kreen. Redi-Kreen specialize in disguises made up of a symbiotic species of insect named Mimic Leech. Mimic Leeches have the distinct ability to take the shape and function of living tissue they consume. Redi-Kreen are known for raising Mimic Leeches and feeding them specific organs and limbs in order to craft a wearable disguise and blend into the consumed race’s society. This led to many Redi-Kreen leaving the Underdark, refusing to heed the dangers presented by the Church and continue living aboveground in secret. Savage Redi-Kreen society is one of assassin predator lifestyle, where they disguise themselves as an animal and find others of the same species, mingle, and discover where the rest of the animal’s pack lives. They then begin systematic elimination of the pack and feast. More civilized Redi-Kreen most often take disguises to blend into and become part of normal society. The most popular of disguise is the human one, as to be expected, allowing Mimic Leeches to feast upon the entirety of a human is required to craft the disguise. They are favored by those who request ‘disappearances’, due to their exceptional stealth and deception skills further enhanced by their penchant for devouring the corpse, leaving little to no evidence behind. A common test to tell if a being is a disguised Redi-Kreen is holding a small flame to their skin, which is actually made up of Mimic Leech. In most cases the Mimic Leech retreats from the fire, exposing the Redi-Kreen. Redi-Kreen are also known to be susceptible to fire, it proving very useful in burning away their disguises. Not that many know about the kreen, since they got banished to the Underdark about 800 years ago, but the ones that do (scholars, etc) would know the flame test which exposes a Redi-Kreen's identity.
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  71. Redi-Kreen tend towards the Neutral and Chaotic side of the alignment spectrum. They do not cause harm simply because they can, the required sacrifice for their disguise is simply that. Nature has created them in this way and to attempt to defy what has always been the natural order serves no purpose other than to endanger one’s own life. On the occasion that a Redi-Kreen takes actions for want, duty, or any other reason than necessity, they remain detached to the action they’ve just taken. A Redi-Kreen that realizes it has begun working more actively for its own or others benefit is usually of Neutral Good or Neutral Evil alignment.
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